using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Stima
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        public int i,select,x,y,lastx,lasty;
        public readonly static Vector2 BG_POS = Vector2.Zero;
        public SpriteBatch SpriteBatch 
        {
            get 
            {
                return spriteBatch;
            }
        }
        public Texture2D BgTexture;
        public readonly static int GAME_WIDTH = 800;
        public readonly static int GAME_HEIGHT = 600;

        public Grid map1;
        public Car[] car;
        public Texture2D[] carTexture;
        public readonly static string[] CAR_TEXTURE_PATH = new string[]
        {
            "car2h",
            "car2v",
            "car3h",
            "car3v"
        };

        public MouseState mouseState;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            graphics.PreferredBackBufferHeight = GAME_HEIGHT;
            graphics.PreferredBackBufferWidth = GAME_WIDTH;
            IsMouseVisible = true;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            BgTexture = Content.Load<Texture2D>("bg");

            carTexture = new Texture2D[4];
            for (i = 0;i< 4;i++)
            {  
                carTexture[i] = Content.Load<Texture2D>(CAR_TEXTURE_PATH[i]);
            }

            car = new Car[10];
            car[0] = new Car(this,new Vector2( 200,0), 2, 1, carTexture[1]);
            car[1] = new Car(this,new Vector2( 300,0), 2, 0, carTexture[0]);
            car[2] = new Car(this,new Vector2( 500,0), 2, 1, carTexture[1]);
            car[3] = new Car(this,new Vector2( 400, 100), 2, 1, carTexture[1]);
            car[4] = new Car(this,new Vector2( 200, 200), 2, 0, carTexture[0]);
            car[5] = new Car(this,new Vector2( 500, 200), 2, 1, carTexture[1]);
            car[6] = new Car(this,new Vector2( 200, 300), 2, 0, carTexture[0]);
            car[7] = new Car(this,new Vector2( 300, 400), 2, 1, carTexture[1]);
            car[8] = new Car(this,new Vector2( 400, 400), 2, 0, carTexture[0]);
            car[9] = new Car(this,new Vector2( 0, 400), 3, 0, carTexture[2]);

            for (i = 0; i < 10; i++) 
            {
                Components.Add(car[i]);
            }
            
            map1 = new Grid();
            
            for (i = 0; i < 10; i++)
            {
                int _type = car[i].getType();
                int _dir = car[i].getDir();
                float posX = car[i].getPosX();
                float posY = car[i].getPosY();
                map1.set_map(_type, _dir, posY, posX);
            }
        
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            clickcar();

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();

            spriteBatch.Draw(BgTexture, BG_POS, Color.White);

            base.Draw(gameTime);

            spriteBatch.End();
        }

        private void clickcar()
        {
            mouseState = Mouse.GetState();
            if (mouseState.LeftButton == ButtonState.Pressed)
            {
                x = mouseState.X;
                y = mouseState.Y;
                for (i = 0; i < 10; i++)
                {
                    if (car[i].isClick(x, y))
                        select = i;
                }
                car[select].moveTo(x, y);
            }
            
        }
    }
}
